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![]() Despite their diverse histories and personalities, it's clear that Holland, Schafer, and Barwood share a large dose of mutual respect, and they play off each other like brothers. Barwood is usually the first to chime in with comments on issues, firm and resolute in his opinion; Holland is more reflective and mellow; Schafer is constructive yet whimsical. The interplay between them is a sight to behold - and if you can manage to get into one of the LucasArts biweekly design meetings, you can see it for yourself. The biweekly project leader meetings at LucasArts are famous for being huge creative brainstorms and, by the very nature of their setup, huge creative brawls too. Although there is a always an underlying sense of respect in the room, the project leaders don't necessarily see eye-to-eye, nor do they always agree with each other about their respective game concepts. For instance, when Jedi Knight designer Justin Chin (who recently left LucasArts to form his own game company, Infinite Machines) originally pitched Jedi Knight in a project leader meeting, Barwood was against the idea.
And, not coincidentally, they sell pretty well too. No one at LucasArts will deny that the skillful management of the business of gaming has been critical to the company's long-term viability. But the creative force still reigns supreme. "We all love our marketing group, and it does a great job," says Barwood, "but they don't come to us and say, 'We need a little lizard that can climb the walls.' That's how it works in a lot of companies," he says, with a sigh in his voice. "The people that run our projects are the creative guys," he explains. To Schafer, this is one of the key reasons why LucasArts is successful. "The biggest force inside the company is the creative force," he says. "The company wasn't started by venture capitalists, and I think it shows." (In fact, this is so much the case that Jack Sorrenson, the president of LucasArts, respectfully declined our request for an interview. He didn't want to take the spotlight away from the creative designers being profiled for this feature.)
But not every idea makes the cut. "We have very thin management here at the company," explains Barwood, "and there are only three or four people you must convince that your idea is good enough to spend a few million dollars on." However, he also admits that "most of us who have been here for a while have all experienced the painful process of being very enthusiastic about an idea that no one else was excited about."
As Barwood mentions this, Schafer's head tilts back and forth in amazement, a reaction that clearly suggests he didn't know anything about the situation. Schafer quickly pipes in and remarks, while looking straight at Holland, "You know, I was going to do this flight simulator and…" Laughter erupts in the room.
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